player-ux
Cognitive load management for players: perception/attention/memory framework, Gestalt principles for game UI, signal-noise discipline on the HUD, onboarding ramp design, and tooltip/affordance patterns. Use when designing UI or HUD layouts, writing tutorials or first-time-user flows, evaluating whether players can read the screen at a glance, debugging 'confusing' feedback, deciding what information goes where (HUD, pause, codex, none), or when playtesters say 'I didn't know I could do that' or 'I missed that this happened.' For deeper accessibility work see accessibility-design.
What this skill does
# Player UX **Purpose:** Apply cognitive science to game interface and interaction design. The player's brain has hard constraints — limited attention, lossy perception, fragile memory. Design with those constraints, not against them. **Influences:** Frameworks here draw on neuroscience-grounded game UX research, with supporting concepts from experience engineering theory (elegance, attention budgets) and established perceptual psychology (Gestalt principles, cognitive load theory). --- ## When to Activate Use this skill when: - Designing or reviewing HUD/UI layouts - Writing tutorials or onboarding sequences - Players report confusion, frustration, or "I didn't see that" - Evaluating accessibility (colorblind, motor, cognitive) - Debugging situations where players blame themselves for bad UI - Any time the challenge should be the *game*, not the *interface* --- ## Core Framework: Three Cognitive Pillars Every interaction between player and game passes through three systems, in order: ``` Perception → Attention → Memory (Did they see it?) → (Did they focus on it?) → (Will they remember it?) ``` If any pillar fails, everything downstream fails too. ### Pillar 1: Perception The brain doesn't passively receive information — it actively constructs a model based on expectations, context, and sensory input. Perception is top-down: what you *know* influences what you *see*. **Gestalt Principles for Game UI:** | Principle | Rule | Game Application | |-----------|------|------------------| | **Proximity** | Near objects are perceived as grouped | Group related HUD elements spatially (health + shield together) | | **Similarity** | Similar appearance = perceived as related | Use consistent color/shape for same-category items | | **Figure-Ground** | Salient elements pop out from background | Critical info needs contrast against the game world | | **Continuity** | The eye follows smooth paths | Guide attention with visual flow (menu layouts, tutorials) | | **Closure** | The brain completes incomplete shapes | Progress bars, partially-revealed maps work because of this | **Perception Checklist:** - [ ] Can the player distinguish foreground from background at a glance? - [ ] Do related elements look related? (Same color family, proximate, similar style) - [ ] Do unrelated elements look distinct? - [ ] Is critical info visible in peripheral vision? (Health bars, ammo counts) - [ ] Does the design work at target viewing distance? (TV from couch vs. phone vs. monitor) ### Pillar 2: Attention Attention is a finite resource. The brain consumes ~20% of body energy at ~2% of body weight. Every UI element, tutorial popup, and status indicator competes for this budget. **The Core Pillars Method:** 1. Define 3-5 **experience pillars** for your game (e.g., "exploration," "combat mastery," "base building") 2. For every design decision: does the cognitive demand serve a pillar? 3. If attention cost doesn't serve a pillar, it's waste — simplify or cut **The Green Ball Anti-Pattern:** "Playing golf with a green ball on a green course" — when the challenge is *finding* the thing rather than *doing* the thing, you've put the difficulty in the wrong place. The challenge should *be* the experience, not a barrier to reaching it. **Attention Audit:** - [ ] Does every on-screen element serve a declared experience pillar? - [ ] Is the player spending attention on the *intended* challenge? (Not menus, not navigation, not parsing icons) - [ ] Can the player ignore non-critical info without penalty? - [ ] Are alerts/notifications graduated by importance? (Critical ≠ informational) - [ ] During high-intensity moments, is non-essential UI minimized? ### Pillar 3: Memory Working memory holds ~4 chunks simultaneously. Long-term encoding requires emotional significance, repetition, or active processing. Tutorials that dump information before the player has context to encode it are wasted. **Memory-Friendly Design:** - **Teach through doing**, not reading — active processing encodes better than passive - **One concept at a time** — introduce, let the player practice, then introduce the next - **Emotional context first** — explain *why* before *how* (motivation aids encoding) - **Recognition over recall** — show options rather than making players remember them - **Spaced repetition** — reintroduce concepts at increasing intervals **Memory Audit:** - [ ] Does any single decision point require tracking > 4 pieces of info? - [ ] Can the player access reference info without leaving the action? (Tooltips, overlays) - [ ] Are tutorials contextualized (taught when relevant, not all at start)? - [ ] Is critical information available for recognition, not just recall? - [ ] After a session break, can the player resume without re-learning? --- ## Usability vs. Engage-ability Two distinct UX goals that are often confused: | Dimension | Question | When It Fails | |-----------|----------|---------------| | **Usability** | Can the player do what they intend? | Player blames themselves: "I'm bad at this" | | **Engage-ability** | Does the player want to keep playing? | Player blames the game: "This is boring" | **Critical insight:** Usability problems masquerade as difficulty problems. Players blame their own skill when the real issue is bad UI. Test usability *before* tuning difficulty. --- ## Onboarding Design ### Flow Structure ``` Phase 1: Safe exploration (no failure possible) → Introduce movement and core interaction → Let the player touch things without consequence Phase 2: Guided challenge (gentle failure) → Introduce the core mechanic with clear success/failure → Immediate feedback on what went wrong Phase 3: Supported mastery (real challenge, safety nets) → Full mechanics, but with hints available → Coyote time, generous hit windows, undo options Phase 4: Release (full game) → Remove scaffolding gradually → Player should feel competent, not coddled ``` ### Onboarding Checklist - [ ] Can the player do something meaningful in the first 30 seconds? - [ ] Are tutorials delivered through play, not text screens? - [ ] Is each concept practiced before the next one is introduced? - [ ] Does failure teach? (Clear feedback, not just "try again") - [ ] Is there no front-loaded info dump? - [ ] Can experienced players skip/accelerate the tutorial? - [ ] Are controls taught through muscle memory, not reading? --- ## Developer Blindness You have played your game for hundreds of hours. Your players have played for zero. This asymmetry is the single biggest UX risk in game development. **Counter-measures:** - Watch first-time players without helping — your instinct to explain is the signal that UX is failing - Use the "5-second test" — show a screen for 5 seconds, ask what they noticed. If they missed critical info, it's a perception failure - Playtest with people outside your team and friend group - Record playtests — your memory of what happened will be biased - Revisit your own game after a 2-week break for the closest approximation of fresh eyes --- ## Accessibility Quick Reference | Category | Minimum Standard | |----------|-----------------| | **Vision** | No info conveyed by color alone; support colorblind modes (~10% of players) | | **Contrast** | Critical UI elements meet 4.5:1 contrast ratio against background | | **Motor** | Rebindable controls; no rapid-press requirements without alternatives | | **Cognitive** | Difficulty options; pausable gameplay; adjustable text speed | | **Redundancy** | Critical feedback uses 2+ channels (visual + audio minimum) | --- ## Complexity Budget Complexity is finite. Spend it on your core experience. ``` Total complexity budget ├── Core loop complexity (SPEND HERE — this IS the game) ├── Secondary systems (keep lean — inventory, menus, settings) ├── Onboarding complexity (minimize — teach through play) └── Meta-game complexity (justify every layer) ``` **Rule of thumb:** If a system
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